171 research outputs found

    A virtual reality system using the concentric mosaic: Construction, rendering, and data compression

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    This paper proposes a new image-based rendering (IBR) technique called "concentric mosaic" for virtual reality applications. IBR using the plenoptic function is an efficient technique for rendering new views of a scene from a collection of sample images previously captured. It provides much better image quality and lower computational requirement for rendering than conventional three-dimensional (3-D) model-building approaches. The concentric mosaic is a 3-D plenoptic function with viewpoints constrained on a plane. Compared with other more sophisticated four-dimensional plenoptic functions such as the light field and the lumigraph, the file size of a concentric mosaic is much smaller. In contrast to a panorama, the concentric mosaic allows users to move freely in a circular region and observe significant parallax and lighting changes without recovering the geometric and photometric scene models. The rendering of concentric mosaics is very efficient, and involves the reordering and interpolating of previously captured slit images in the concentric mosaic. It typically consists of hundreds of high-resolution images which consume a significant amount of storage and bandwidth for transmission. An MPEG-like compression algorithm is therefore proposed in this paper taking into account the access patterns and redundancy of the mosaic images. The compression algorithms of two equivalent representations of the concentric mosaic, namely the multiperspective panoramas and the normal setup sequence, are investigated. A multiresolution representation of concentric mosaics using a nonlinear filter bank is also proposed.published_or_final_versio

    Image-based rendering and synthesis

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    Multiview imaging (MVI) is currently the focus of some research as it has a wide range of applications and opens up research in other topics and applications, including virtual view synthesis for three-dimensional (3D) television (3DTV) and entertainment. However, a large amount of storage is needed by multiview systems and are difficult to construct. The concept behind allowing 3D scenes and objects to be visualized in a realistic way without full 3D model reconstruction is image-based rendering (IBR). Using images as the primary substrate, IBR has many potential applications including for video games, virtual travel and others. The technique creates new views of scenes which are reconstructed from a collection of densely sampled images or videos. The IBR concept has different classification such as knowing 3D models and the lighting conditions and be rendered using conventional graphic techniques. Another is lightfield or lumigraph rendering which depends on dense sampling with no or very little geometry for rendering without recovering the exact 3D-models.published_or_final_versio

    Survey of image-based representations and compression techniques

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    In this paper, we survey the techniques for image-based rendering (IBR) and for compressing image-based representations. Unlike traditional three-dimensional (3-D) computer graphics, in which 3-D geometry of the scene is known, IBR techniques render novel views directly from input images. IBR techniques can be classified into three categories according to how much geometric information is used: rendering without geometry, rendering with implicit geometry (i.e., correspondence), and rendering with explicit geometry (either with approximate or accurate geometry). We discuss the characteristics of these categories and their representative techniques. IBR techniques demonstrate a surprising diverse range in their extent of use of images and geometry in representing 3-D scenes. We explore the issues in trading off the use of images and geometry by revisiting plenoptic-sampling analysis and the notions of view dependency and geometric proxies. Finally, we highlight compression techniques specifically designed for image-based representations. Such compression techniques are important in making IBR techniques practical.published_or_final_versio

    Image-Based Rendering Of Real Environments For Virtual Reality

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    Design of Immersive Online Hotel Walkthrough System Using Image-Based (Concentric Mosaics) Rendering

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    Conventional hotel booking websites only represents their services in 2D photos to show their facilities. 2D photos are just static photos that cannot be move and rotate. Imagebased virtual walkthrough for the hospitality industry is a potential technology to attract more customers. In this project, a research will be carried out to create an Image-based rendering (IBR) virtual walkthrough and panoramic-based walkthrough by using only Macromedia Flash Professional 8, Photovista Panorama 3.0 and Reality Studio for the interaction of the images. The web-based of the image-based are using the Macromedia Dreamweaver Professional 8. The images will be displayed in Adobe Flash Player 8 or higher. In making image-based walkthrough, a concentric mosaic technique is used while image mosaicing technique is applied in panoramic-based walkthrough. A comparison of the both walkthrough is compared. The study is also focus on the comparison between number of pictures and smoothness of the walkthrough. There are advantages of using different techniques such as image-based walkthrough is a real time walkthrough since the user can walk around right, left, forward and backward whereas the panoramic-based cannot experience real time walkthrough because the user can only view 360 degrees from a fixed spot

    The design and construction of a movable image-based rendering system and its application to multiview conferencing

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    Image-based rendering (IBR) is an promising technology for rendering photo-realistic views of scenes from a collection of densely sampled images or videos. It provides a framework for developing revolutionary virtual reality and immersive viewing systems. While there has been considerable progress recently in the capturing, storage and transmission of image-based representations, most multiple camera systems are designed to be stationary and hence their ability to cope with moving objects and dynamic environment is somewhat limited. This paper studies the design and construction of a movable image-based rendering system based on a class of dynamic representations called plenoptic videos, its associated video processing algorithms and an application to multiview audio-visual conferencing. It is constructed by mounting a linear array of 8 video cameras on an electrically controllable wheel chair and its motion is controllable manually or remotely through wireless LAN by means of additional hardware circuitry. We also developed a real-time object tracking algorithm and utilize the motion information computed to adjust continuously the azimuth or rotation angle of the movable IBR system in order to cope with a given moving object in a large environment. Due to imperfection in tracking and mechanical vibration encountered in movable systems, the videos may appear very shaky and a new video stabilization technique is proposed to overcome this problem. The usefulness of the system is illustrated by means of a multiview conferencing application using a multiview TV display. Through this pilot study, we hope to disseminate useful experience for the design and construction of movable IBR systems with improved viewing freedom and ability to cope with moving object in a large environment.published_or_final_versio

    Spherical Image Processing for Immersive Visualisation and View Generation

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    This research presents the study of processing panoramic spherical images for immersive visualisation of real environments and generation of in-between views based on two views acquired. For visualisation based on one spherical image, the surrounding environment is modelled by a unit sphere mapped with the spherical image and the user is then allowed to navigate within the modelled scene. For visualisation based on two spherical images, a view generation algorithm is developed for modelling an indoor manmade environment and new views can be generated at an arbitrary position with respect to the existing two. This allows the scene to be modelled using multiple spherical images and the user to move smoothly from one sphere mapped image to another one by going through in-between sphere mapped images generated
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